Zinger! changes

So we’re making a bunch of changes to Zinger!. I don’t want to go into all the details, but lets just say “trust us”. We’re breaking our work down into 2 major parts: playability and replayability… in that order:

Playability

Playability is simple… make the game easy and fun to play. Zinger! is already fun and easy to play FOR US. But when you add in total noobs you get a clusterfuck of “WTF IS GOING ON?!”. Understandable. We’d been playing Zinger!, or at least the concept of it, for a really long time and through many iterations. We need to remember there are people who’ve never played it before now playing it. Especially when it gets distributed on Steam (omg omg omg omg).

Along those same lines… we’re going to rethink or simplify some of the stuff we were doing before, or even remove it completely. Like the spectator mode and course randomizing. A perfect example of a bad choice is when we limited what you could spectate just to force you to watch what was going on in the current hole. It made spectator mode so obtrusive and restricted it felt like you were looking at the game through a tube. Fuck it, free roam!

Some of the other issues will require more drastic changes. There are certain elements that feel pointless and even a waste of time. We have plans to change that. Like what’s the point in shooting a guy into the water or out of the map if he just respawns right back where is was? We’re going to try to work in a damage system sorta like Super Smash Brothers. You can’t be damaged to death, but the more you get hurt the more it accumulates and affects you. (which means we’ll have to add healing related items into the game)

The other thing we’re worried about is a theme. The only reason we care about that is because of the lack of “flow” in the game. Sometimes Zinger! feels like its fractured a bit. Like you’re playing several mini games at the same time. Is it team deathmatch? Is it golf? Is it an adventure game? What is it? So to bring it all together and to help it make more sense we’re going to add a general theme to the game. That’s where the most dramatic changes will be. You’ll see the content getting tweaked and changed to help match. Don’t worry, we’re keeping the same artistic style… we just need to update the assets to match. Our goal is to have a bunch of reusable assets for mappers to use to keep a consistent feel. It sounds like a lot of work, and it might be, but it will be worth it. Chad and I are both super excited about it.

Replayability

The replayability is going to come after all that. First we make a fun and simple and easy to understand game… then we focus on keeping players interested in it over time. Stuff like unlockables and micro-achievements (no not the Steam achievements, just ones you earn in a hole or on a course).

We tried randomizing the course and rings and shit like that, but the problem is it leads to more problems than its worth… and really it doesn’t make the game feel any more fresh or new. In retrospect, does rearranging a couple of rings make anyone go “OH MAN! THIS IS GONNA BE FUN!” all over again? Nope. Fuck it.

We needed more interesting ideas: things like changing a simple mechanic on a hole. What if we randomly selected one hole to add huge amounts of recoil to every item? Or everyone has unlimited Bazookas but no crates dropped? Or everyone was invisible to the other team? Of course those are just random ideas off the top of my head, we’ll see where we go with that.

Reply here and let us know what you think.

P.S. If you wanna peek in on what we’re doing, you can always check our Twitter feed for SVN updates.

  • Borsty

    Sexy :)

  • Borsty

    Sexy :)